//========= Copyright Valve Corporation, All rights reserved. ============// // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // $Header: $ // $NoKeywords: $ // // model loading and caching // //============================================================================= #ifndef IMDLCACHE_H #define IMDLCACHE_H #ifdef _WIN32 #pragma once #endif #include "appframework/IAppSystem.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- struct studiohdr_t; struct studiohwdata_t; struct vcollide_t; struct virtualmodel_t; struct vertexFileHeader_t; namespace OptimizedModel { struct FileHeader_t; } //----------------------------------------------------------------------------- // Reference to a loaded studiomdl //----------------------------------------------------------------------------- typedef unsigned short MDLHandle_t; enum { MDLHANDLE_INVALID = (MDLHandle_t)~0 }; //----------------------------------------------------------------------------- // Cache data types //----------------------------------------------------------------------------- enum MDLCacheDataType_t { // Callbacks to get called when data is loaded or unloaded for these: MDLCACHE_STUDIOHDR = 0, MDLCACHE_STUDIOHWDATA, MDLCACHE_VCOLLIDE, // Callbacks NOT called when data is loaded or unloaded for these: MDLCACHE_ANIMBLOCK, MDLCACHE_VIRTUALMODEL, MDLCACHE_VERTEXES, MDLCACHE_DECODEDANIMBLOCK, }; abstract_class IMDLCacheNotify { public: // Called right after the data is loaded virtual void OnDataLoaded( MDLCacheDataType_t type, MDLHandle_t handle ) = 0; // Called right before the data is unloaded virtual void OnDataUnloaded( MDLCacheDataType_t type, MDLHandle_t handle ) = 0; }; //----------------------------------------------------------------------------- // Flags for flushing //----------------------------------------------------------------------------- enum MDLCacheFlush_t { MDLCACHE_FLUSH_STUDIOHDR = 0x01, MDLCACHE_FLUSH_STUDIOHWDATA = 0x02, MDLCACHE_FLUSH_VCOLLIDE = 0x04, MDLCACHE_FLUSH_ANIMBLOCK = 0x08, MDLCACHE_FLUSH_VIRTUALMODEL = 0x10, MDLCACHE_FLUSH_AUTOPLAY = 0x20, MDLCACHE_FLUSH_VERTEXES = 0x40, MDLCACHE_FLUSH_IGNORELOCK = 0x80000000, MDLCACHE_FLUSH_ALL = 0xFFFFFFFF }; /* #define MDLCACHE_INTERFACE_VERSION_4 "MDLCache004" namespace MDLCacheV4 { abstract_class IMDLCache : public IAppSystem { public: // Used to install callbacks for when data is loaded + unloaded virtual void SetCacheNotify( IMDLCacheNotify *pNotify ) = 0; // NOTE: This assumes the "GAME" path if you don't use // the UNC method of specifying files. This will also increment // the reference count of the MDL virtual MDLHandle_t FindMDL( const char *pMDLRelativePath ) = 0; // Reference counting virtual int AddRef( MDLHandle_t handle ) = 0; virtual int Release( MDLHandle_t handle ) = 0; // Gets at the various data associated with a MDL virtual studiohdr_t *GetStudioHdr( MDLHandle_t handle ) = 0; virtual studiohwdata_t *GetHardwareData( MDLHandle_t handle ) = 0; virtual vcollide_t *GetVCollide( MDLHandle_t handle ) = 0; virtual unsigned char *GetAnimBlock( MDLHandle_t handle, int nBlock ) = 0; virtual virtualmodel_t *GetVirtualModel( MDLHandle_t handle ) = 0; virtual int GetAutoplayList( MDLHandle_t handle, unsigned short **pOut ) = 0; virtual vertexFileHeader_t *GetVertexData( MDLHandle_t handle ) = 0; // Brings all data associated with an MDL into memory virtual void TouchAllData( MDLHandle_t handle ) = 0; // Gets/sets user data associated with the MDL virtual void SetUserData( MDLHandle_t handle, void* pData ) = 0; virtual void *GetUserData( MDLHandle_t handle ) = 0; // Is this MDL using the error model? virtual bool IsErrorModel( MDLHandle_t handle ) = 0; // Flushes the cache, force a full discard virtual void Flush( int nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0; // Flushes a particular model out of memory virtual void Flush( MDLHandle_t handle, int nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0; // Returns the name of the model (its relative path) virtual const char *GetModelName( MDLHandle_t handle ) = 0; // faster access when you already have the studiohdr virtual virtualmodel_t *GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle ) = 0; // all cache entries that subsequently allocated or successfully checked // are considered "locked" and will not be freed when additional memory is needed virtual void BeginLock() = 0; // reset all protected blocks to normal virtual void EndLock() = 0; // returns a pointer to a counter that is incremented every time the cache has been out of the locked state (EVIL) virtual int *GetFrameUnlockCounterPtr() = 0; // Finish all pending async operations virtual void FinishPendingLoads() = 0; }; } */ //----------------------------------------------------------------------------- // The main MDL cacher //----------------------------------------------------------------------------- #define MDLCACHE_INTERFACE_VERSION "MDLCache004" abstract_class IMDLCache : public IAppSystem { public: // Used to install callbacks for when data is loaded + unloaded // Returns the prior notify virtual void SetCacheNotify( IMDLCacheNotify *pNotify ) = 0; // NOTE: This assumes the "GAME" path if you don't use // the UNC method of specifying files. This will also increment // the reference count of the MDL virtual MDLHandle_t FindMDL( const char *pMDLRelativePath ) = 0; // Reference counting virtual int AddRef( MDLHandle_t handle ) = 0; virtual int Release( MDLHandle_t handle ) = 0; virtual int GetRef( MDLHandle_t handle ) = 0; // Gets at the various data associated with a MDL virtual studiohdr_t *GetStudioHdr( MDLHandle_t handle ) = 0; virtual studiohwdata_t *GetHardwareData( MDLHandle_t handle ) = 0; virtual vcollide_t *GetVCollide( MDLHandle_t handle ) = 0; virtual unsigned char *GetAnimBlock( MDLHandle_t handle, int nBlock ) = 0; virtual virtualmodel_t *GetVirtualModel( MDLHandle_t handle ) = 0; virtual int GetAutoplayList( MDLHandle_t handle, unsigned short **pOut ) = 0; virtual vertexFileHeader_t *GetVertexData( MDLHandle_t handle ) = 0; // Brings all data associated with an MDL into memory virtual void TouchAllData( MDLHandle_t handle ) = 0; // Gets/sets user data associated with the MDL virtual void SetUserData( MDLHandle_t handle, void* pData ) = 0; virtual void *GetUserData( MDLHandle_t handle ) = 0; // Is this MDL using the error model? virtual bool IsErrorModel( MDLHandle_t handle ) = 0; // Flushes the cache, force a full discard virtual void Flush( MDLCacheFlush_t nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0; // Flushes a particular model out of memory virtual void Flush( MDLHandle_t handle, int nFlushFlags = MDLCACHE_FLUSH_ALL ) = 0; // Returns the name of the model (its relative path) virtual const char *GetModelName( MDLHandle_t handle ) = 0; // faster access when you already have the studiohdr virtual virtualmodel_t *GetVirtualModelFast( const studiohdr_t *pStudioHdr, MDLHandle_t handle ) = 0; // all cache entries that subsequently allocated or successfully checked // are considered "locked" and will not be freed when additional memory is needed virtual void BeginLock() = 0; // reset all protected blocks to normal virtual void EndLock() = 0; // returns a pointer to a counter that is incremented every time the cache has been out of the locked state (EVIL) virtual int *GetFrameUnlockCounterPtrOLD() = 0; // Finish all pending async operations virtual void FinishPendingLoads() = 0; virtual vcollide_t *GetVCollideEx( MDLHandle_t handle, bool synchronousLoad = true ) = 0; virtual bool GetVCollideSize( MDLHandle_t handle, int *pVCollideSize ) = 0; virtual bool GetAsyncLoad( MDLCacheDataType_t type ) = 0; virtual bool SetAsyncLoad( MDLCacheDataType_t type, bool bAsync ) = 0; virtual void BeginMapLoad() = 0; virtual void EndMapLoad() = 0; virtual void MarkAsLoaded( MDLHandle_t handle ) = 0; virtual void InitPreloadData( bool rebuild ) = 0; virtual void ShutdownPreloadData() = 0; virtual bool IsDataLoaded( MDLHandle_t handle, MDLCacheDataType_t type ) = 0; virtual int *GetFrameUnlockCounterPtr( MDLCacheDataType_t type ) = 0; virtual studiohdr_t *LockStudioHdr( MDLHandle_t handle ) = 0; virtual void UnlockStudioHdr( MDLHandle_t handle ) = 0; virtual bool PreloadModel( MDLHandle_t handle ) = 0; // Hammer uses this. If a model has an error loading in GetStudioHdr, then it is flagged // as an error model and any further attempts to load it will just get the error model. // That is, until you call this function. Then it will load the correct model. virtual void ResetErrorModelStatus( MDLHandle_t handle ) = 0; virtual void MarkFrame() = 0; }; //----------------------------------------------------------------------------- // Critical section helper code //----------------------------------------------------------------------------- class CMDLCacheCriticalSection { public: CMDLCacheCriticalSection( IMDLCache *pCache ) : m_pCache( pCache ) { m_pCache->BeginLock(); } ~CMDLCacheCriticalSection() { m_pCache->EndLock(); } private: IMDLCache *m_pCache; }; #define MDCACHE_FINE_GRAINED 1 #if defined(MDCACHE_FINE_GRAINED) #define MDLCACHE_CRITICAL_SECTION_( pCache ) CMDLCacheCriticalSection cacheCriticalSection(pCache) #define MDLCACHE_COARSE_LOCK_( pCache ) ((void)(0)) #elif defined(MDLCACHE_LEVEL_LOCKED) #define MDLCACHE_CRITICAL_SECTION_( pCache ) ((void)(0)) #define MDLCACHE_COARSE_LOCK_( pCache ) ((void)(0)) #else #define MDLCACHE_CRITICAL_SECTION_( pCache ) ((void)(0)) #define MDLCACHE_COARSE_LOCK_( pCache ) CMDLCacheCriticalSection cacheCriticalSection(pCache) #endif #define MDLCACHE_CRITICAL_SECTION() MDLCACHE_CRITICAL_SECTION_(mdlcache) #define MDLCACHE_COARSE_LOCK() MDLCACHE_COARSE_LOCK_(mdlcache) #endif // IMDLCACHE_H